Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.
This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
Add the 3D view ruler as a tool,
the modal operator remains for now
however it may be removed if we use the tool-system for 2.8.
Note that this does copy code from the operator,
its different enough not to attempt to de-duplicate.
Faces that have the last two indices equal are considered triangles, and not those that the last index is 0
Improvement of 7% in performance of the `polygonize` function
We now created nested collections for the original Collection 1, 2 ...
collections for the "hide" and "hide_render" objects.
Also, remove logic for rename single-collection files, it's now kept as
it was originally (Collection 1, Collection 5, ...).
Thanks Sergey Sharybin and Pablo Vazquez for patch review and suggestions.
Checked in really old revisions, seems like this was never used. So
doesn't matter for compatibility either (tested opening files saved with
this in 2.49).
Before this patch, the XBlur/YBlur compositor nodes would crash for me when run in a MSVC 2015 debug build (test scene: BMW27_cpu). I added the compiler instructions to explicitly align the local variables that the SSE instructions are accessing.
The only remaining part is the particle stuff, which needs a pointer to exact
particle system which does not exist yet. Leaving it for later a bit for until
it's more clear what do we do with particles.
Unless i'm mistaken, we've got all proper CoW pointers bound now.
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
This was wrong since it's concenption in 28ee0f9218.
The if statement was returning true when pinid was NULL, and false otherwise.
However when scene is pinned we also want to run this code.
Code snippet by Brecht Van Lommel.